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https://github.com/AxioDL/PrimeWorldEditor.git
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IProperty: Make use of size_t where applicable
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@@ -26,16 +26,17 @@ void IDependencyNode::GetAllResourceReferences(std::set<CAssetID>& rOutSet) cons
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void IDependencyNode::ParseProperties(CResourceEntry* pParentEntry, CStructProperty* pProperties, void* pData)
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{
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// Recursive function for parsing dependencies in properties
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for (uint32 PropertyIdx = 0; PropertyIdx < pProperties->NumChildren(); PropertyIdx++)
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for (size_t PropertyIdx = 0; PropertyIdx < pProperties->NumChildren(); PropertyIdx++)
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{
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IProperty* pProp = pProperties->ChildByIndex(PropertyIdx);
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EPropertyType Type = pProp->Type();
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const EPropertyType Type = pProp->Type();
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// Technically we aren't parsing array children, but it's not really worth refactoring this function
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// to support it when there aren't any array properties that contain any asset references anyway...
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if (Type == EPropertyType::Struct)
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ParseProperties( pParentEntry, TPropCast<CStructProperty>(pProp), pData );
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{
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ParseProperties(pParentEntry, TPropCast<CStructProperty>(pProp), pData);
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}
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else if (Type == EPropertyType::Sound)
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{
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uint32 SoundID = TPropCast<CSoundProperty>(pProp)->Value(pData);
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@@ -51,7 +52,6 @@ void IDependencyNode::ParseProperties(CResourceEntry* pParentEntry, CStructPrope
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}
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}
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}
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else if (Type == EPropertyType::Asset)
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{
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CAssetID ID = TPropCast<CAssetProperty>(pProp)->Value(pData);
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@@ -61,7 +61,6 @@ void IDependencyNode::ParseProperties(CResourceEntry* pParentEntry, CStructPrope
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mChildren.push_back(std::make_unique<CPropertyDependency>(pProp->IDString(true), ID));
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}
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}
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else if (Type == EPropertyType::AnimationSet)
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{
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CAnimationParameters Params = TPropCast<CAnimationSetProperty>(pProp)->Value(pData);
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